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Spells:
Ignite
Flash
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Introduction



Pros:
-
Huge burst
AOE stun
a bit tanky
troll bear
Cons:
-
Hard to start off early game
Squishy until catalyst
Mana starved if continually harassing
I build a pretty standard rune page for
Annie. Magic penetration reds are staple for ap casters. I get health per level seals because I want
Annie to be extra tanky when bursting. Ability per level blues are standard to maximize damage potential. And finally, flat ability power quints are a must for early damage.
There's nothing unusual about these runes but feel free to comment if there's a better option for you guys!


There's nothing unusual about these runes but feel free to comment if there's a better option for you guys!

This is the game changing passive I was talking about earlier. Using this effectively is what separates good annie players from great ones. It's a good idea to save the stun during a team fight. Due to the recent patch,




Cooldown: 4 seconds
Range: 625
Cost: 60 / 70 / 80 / 90 / 100 mana
Magic Damage: 85 / 125 / 165 / 205 / 245 (+0.7 per ability power)
This will be your main ability you're gonna use throughout the laning phase. It refunds you mana if you successfully kill something with it so use if for last hitting minions. Don't be afraid to use it even if you have the stun charged up because chances are you won't be needing it unless it's pretty far into the early game or if you can harass the enemy champ right away. The standard harass combo would be a



Cooldown: 8 seconds.
Range: 625
Cone Width: ~45ยบ
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.75 per ability power)
This will be the second main source of damage after



Cost: 20 mana
Cooldown: 16 seconds
Armor & Magic Resistance: 20 / 30 / 40 / 50 / 60
Magic Damage: 20 / 30 / 40 / 50 / 60 (+0.2 per ability power)
This was the skill I was talking about earlier when I said to use it for charging up the stun passive. The armor/magic resist is great as a bonus but the real value is it's for adding an addition spell to the pyromania charge. It requires quick thinking but it can give you a stun in basically one shot if you have three charges. The damage is pretty significant as well, acting like a


Cooldown: 120 seconds.
Range to center of Summon's AoE: 600 (estimate)
Radius of Summon's AoE: 150
Radius of Tibbers' Aura AoE: 200
Continual Magic Damage: 35 (+0.2 per ability power)
Cost: 125 / 175 / 225 mana
Summon Magic Damage: 200 / 325 / 450 (+0.7 per ability power)
Tibbers' Attack Damage: 85 / 105 / 130
Tibbers' Health: 1200 / 1600 / 2000
Tibbers' Armor: 30 / 50 / 70
Tibbers' Magic Resist: 25 / 45 / 65
This is the spell that makes enemy champs go "WTF ANNIE OP GTFO OF HERE". This is the main spell you will use when you're trying to put that AOE stun on everyone. It does huge initial magic damage and it does significant damage over time damage if left unchecked. Tibbers also has decent health and damage, as well as an aura that deal constant magic damage around him. You can micro him with alt+right cick. It's pretty hard but doing so might land you an extra kill or turret fodder.
Info taken from http://leagueoflegends.wikia.com/wiki/Annie_the_Dark_Child
I mentioned this before but I'll reiterate again.






The first item you will get is


Our first major purchase is










The next purchase is





The fifth item in the sequence is lichbane.



The final item is



Don't forget to buy your elixer of fortitude and brilliance when you have too much money! And never forget to ward -.-


Please comment/vote to let me know how this guide worked for you (:
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